:vname="game.vname"
:incheck="incheck"
@play-move="play"
+ @click-square="clickSquare"
)
#turnIndicator(v-if="showTurn") {{ turn }}
#controls.button-group
this.incheck = this.vr.getCheckSquares(this.vr.turn);
const score = this.vr.getCurrentScore();
if (L > 0 && this.moves[L - 1].notation != "...") {
- if (["1-0","0-1"].includes(score))
- this.moves[L - 1].notation += "#";
- else if (this.vr.getCheckSquares(this.vr.turn).length > 0)
- this.moves[L - 1].notation += "+";
+ if (["1-0","0-1"].includes(score)) this.moves[L - 1].notation += "#";
+ else if (this.incheck.length > 0) this.moves[L - 1].notation += "+";
}
},
positionCursorTo: function(index) {
);
}
},
+ clickSquare: function(square) {
+ // Some variants make use of a single click at specific times:
+ const move = this.vr.doClick(square);
+ if (!!move) this.play(move);
+ },
// "light": if gotoMove() or gotoEnd()
play: function(move, received, light, noemit) {
// Freeze while choices are shown:
const computeScore = () => {
const score = this.vr.getCurrentScore();
if (!navigate) {
- if (["1-0","0-1"].includes(score))
- this.lastMove.notation += "#";
- else if (this.vr.getCheckSquares(this.vr.turn).length > 0)
- this.lastMove.notation += "+";
+ if (["1-0","0-1"].includes(score)) this.lastMove.notation += "#";
+ else if (this.incheck.length > 0) this.lastMove.notation += "+";
}
if (score != "*" && this.game.mode == "analyze") {
const message = getScoreMessage(score);